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Messages - Dr. Freeman

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46
Forum Games / Re: Cutstuff 2020's Best Robot Master EVER
« on: December 14, 2020, 04:36:41 PM »
Hard
Strike
Grenade
Pluto
Dive

47
Events / Re: Cutstuff Mapping Jam 6: Green Eggs and Jam
« on: November 16, 2020, 06:55:54 AM »
The two weeks have gone by and it's time to get moving!

First of all, huge turnout this go around. Thanks for everyone for submitting a piece! It's gonna be a doozy this go around. Because of the holidays and all the crazy business going on in the world, I wanna make sure people have enough time to make their maps so the mapping time will be a little bit longer than it usually is. Deadline for the maps to be in (unless something gets delayed in the future) will be 11:59 PM EST on Sunday, February 7th. This should give people plenty of time to get stuff done.

Let's talk about the maps themselves. It's mostly in your hands now but there are a few rules we need to go over.

-Each mapper must use BOTH of the pieces assigned to them. The pieces need to be in playable area of the map and not just in the background or something. However, you do have the ability to make changes to the pieces you get. Is something too tall? You can change that. Is something too cramped? Can open that up a bit. Wanna add a small thing to the piece? Sure, as long as it's not a crazy huge thing. Wanna remove a death pit and have that be playable space? Fine by me! You can also completely change textures if they already exist and remove aesthetic parts of a piece (if a piece has a skybox window that doesn’t need to stay)The important thing at the end of the day is the piece still needs to be recognizable. While it's not something I've really had problems with in the past, if you're unsure feel free to check with me and I'll let you know! My ability to recognize the pieces is generally the judge in this sorta thing anyway.

-You're allowed to use custom assets to your heart's content. As long as it's still 8-bit in nature, though I'm sure that goes without saying. But you're not obliged to stick with what's in the core game, though you can if you want!

-Likewise, the song in your map must be 8-bit. If it's not, I have full authority to change the song. Likewise, try not to use a song that's already in the core game, I will also change it in that case. Do not worry about adding boss themes because they will be replaced when the pack is released. And while you don't need to worry about adding a map card, I will need the song information so I can do it myself at the very least.

-Some general mapping courtesies. Include at least 32 spawns, 16 Light Team Spawns, 16 Wily Team Spawns, 8 Cossack Team Spawns, and 8 King Spawns (if there's a big problem I can add the team spawns myself). Make sure to keep the lighting at an even 255 unless there's specific circumstances where it should be something else (AKA don't make the whole map the default 192 or whatever number lighting). If you have any sorta instant death such as pits, lava, etc. make sure to block the edges of the platforms with block monster lines.

-Remember that this is NOT a competition, nor is it a race to the finish line. Feel free to get input from other people if you're unsure about something, and don't be afraid to ask questions if you have any! If you're new to mapping or unsure on something, I would definitely recommend not waiting until the last second to make your map so there's time to get feedback/make potential changes if that needs to happen.

-While it's incredibly unlikely to happen, I hold full authority to reject a map for a failure to abide by the main rules or for any other very unlikely reason that might pop up. Don't worry about this one too much, it's more of the "just in case" rule.

Well without further ado, your piece assignments will be in the spoiler tag below! Names will be alphabetical!
Oh, by the by, if anyone ever wants to be credited under a different username, just let me know. I'm just going off of what I know.

(click to show/hide)
hopefully there's no typo in there cause my list is so much longer than usual...

Dropbox link to all the map pieces right here!
https://www.dropbox.com/sh/yo2ob4p2d2w5xvq/AADButIaplfMPYtXfDgZmyKKa?dl=0

Remember, if you have any questions just let me know! And more importantly, have fun!

48
Events / Re: Cutstuff Mapping Jam 6: Green Eggs and Jam
« on: November 13, 2020, 07:17:25 PM »
Nope. Just one per person.

49
Events / Re: Cutstuff Mapping Jam 6: Green Eggs and Jam
« on: November 13, 2020, 04:24:42 PM »
Also as one last reminder, you have until the end of Sunday the 15th to get pieces in if you want to. Otherwise you won't be able to participate!

50
Events / Re: Cutstuff Mapping Jam 6: Green Eggs and Jam
« on: November 13, 2020, 04:30:12 AM »
given the BOSS0 code in each pack, i'd say every jam has been a space jam. it would have been redundant.

Besides. SPA01 doesn't have a good ring to it.

51
Events / Re: Cutstuff Mapping Jam 6: Green Eggs and Jam
« on: November 08, 2020, 06:37:19 PM »
I did plan to make tiles as of recently, but my work schedule is kinda whack. I will keep tabs on this, however.  :cool:

Don't worry about tiles for the map piece itself. The only thing that matters for this signup phase is the layout itself. You can use nothing but default tiles and be fine (most people just use the one and call it a day)

52
Events / Cutstuff Mapping Jam 6: Green Eggs and Jam
« on: October 30, 2020, 06:04:10 PM »
Cutstuff Mapping Jam 6: Green Eggs and Jam

thanks pegg for making this while i was away

Hello everyone, it's Dr. Freeman and welcome to the sixth Cutstuff Mapping Jam! It's been some time since the last one but with V6 being done with development, now's the perfect time to get this show back on the road! Normally this event happens in the summer, but with the drought since last time and the new expansion fresh from the oven, now's a better time than ever. The actual mapping phase will likely be a little longer to compensate for taking place at a different time in the year.

If you don't know what the mapping jam is, allow me to explain. The short of it is that the community gets together to make some nice new maps! As always, this isn't just an event for veteran mappers only, but for newcomers and veterans alike. If you've ever sat down and thought, "Man, I'd like to make a map for this game" this might be the time!

As always, this event will be broken down into two phases. The first phase will last just a little over two weeks and will consist of making a map piece (more details will be found below). These map pieces will act as your sign up. Once all of the map pieces are in, everyone will be given two random map pieces made by other users and have to make a map with those pieces! Naturally, you'll be given a few months to get this done because it's no fun rushing people.
In the past, phase 2 also had some other rules attached to it to spice things up a little bit. But given the long amount of time between events, I figure it's best to keep things simple this go around so people can get back in the swing of things (or try it for the first time).

Anyhow, there are some guidelines that must be followed for the map piece phase, which are listed below! (And totally not copy/pasted from last time)

(click to show/hide)

We'll talk about the second phase guidelines once we get there!

As an aside, given that V6 is out, anyone who has made a map for Jam is free to edit it to either change some things around if they desire, or even replace some of the weapons with the new MM10 and MMV weapons. Only if you want, of course.

As I said above, submitting a map piece is how you sign up and you won't be able to participate if you don't submit one! So the next two weeks are more or less just the sign up period.

All map pieces are to be submitted to me either by PM on Cutstuff or over Discord (you can find me at Freems#2222). Map piece submissions will close on Sunday, November 15th at 11:59 PM EST. Once that's done we'll give out the map pieces and get to work on phase 2!

That should wrap things up for now! If you have any questions, feel free to ask and I'll do my best to answer! Let's get this jam cooking!

53
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: October 22, 2020, 08:11:58 PM »
Good evening. Thank you once again for tuning into Channel 7 News. This is Jonathan Metro, live with any new information we get regarding the dangerous Roboenza Outbreak.

It feels like everything is about to come to a head any day now and that the situation might change drastically. That being said, we were able to get some updates on the mysterious whereabouts of the prime suspect behind this outbreak, Dr. Wily. While the doctor has not been publicly seen since the Roboenza Outbreak began, a large skull castle has been discovered. Unfortunately, it was guarded by an army of infected robots. While we weren't able to send anyone inside, we were able to sneak a non sentient camera drone past the guards and into the castle to take some photographs of what might be happening inside.

While the castle seems to be all but abandoned at the moment, we were able to come back with a variety of photos. Please take a look below.









It's very odd. The fortress is packed to the brim and yet there's still no sign of Dr. Wily himself. Is he truly as much of a victim as the rest of us in this outbreak, or is there more to the story we don't know yet...?

Regardless, it seems like we will know in due time. Thank you one last time for tuning into Channel 7 News, and stay safe.

54
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: October 10, 2020, 03:13:34 AM »
This isn't a special update, but not everyone here sees my daily 8bdm posts and I feel like today's is probably the most important so it should end up here too.



All will bow before the Stardroids.

See you all on October 23rd!

55
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: September 14, 2020, 12:17:19 AM »
I'm not 100% sure this is it, but if you go into option > advanced options > automap options > customize map controls, just quickly make sure you don't have anything there bound to the same button as your automap. If you do it will take priority over turning off the map.

56
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: September 09, 2020, 05:12:52 PM »
Good evening. Thank you once again for tuning into Channel 7 News. This is Jonathan Metro, live with any new information we get regarding the dangerous Roboenza Outbreak.

While the cure for this virus continues to remain just out of our reach, government officials have started to look deeper into the source of this virus. While all suspicions lie on the notorious Dr. Albert Wily, the lack of public announcement from the doctor has been seen as very odd, as many have been quick to note Dr. Wily's tendency to gloat about his schemes. More on this will be reported as the story unfolds.

Back on the field side of things, scientists have managed to narrow down one last location where infected robots have gathered. This one being a solar power station of sorts. As always we've sent our top photographers to the scene.



With magma flowing and the heat only rising, Solar Man is only fitting to have taken control of this area.

The station is littered with a number of conveyor belts, some of which exist in order to assist one in going faster if they go the right path, others which would give you enough speed to clear gaps otherwise not possible.



Some areas of the station are built in a more vertical fashion than other sections as well. With different platforms winding over one another, all leading to the top of the area. One would imagine that knowing how to traverse such an area would be very useful.



If you have been looking closely, you may have noticed the fireballs shooting out of dispensers here and there. While they seem to be rather spread out over the reactor, these Changkey Dispensers will cause one to think twice about how they might want to approach certain situations.



In other news, we've received an update from Light Labs that yet another weapon was receiving some alterations.



For a weapon called Junk Shield, it sure seems to be recycled a lot. Of course, Light Labs sent us a demonstration of how it works now. Let's take a look below.

(click to show/hide)

This is quite the departure from what we've seen before. It would appear that not only does one charge up Junk Shield and fire a very large amount of junk out, but that the junk also blocks projectiles that make contact with it. When asked for a comment, Light Labs had this to say.

"I don't think any weapon has changed as much as Junk Shield has. As you might tell, shield weapons are very tricky to get right with the sheer variety of them, which is why you'll often see them take a large departure from their source game (especially in terms of Leaf Shield and Skull Barrier). While v5b's iteration of Junk Shield more or less tried to create a different variation of Leaf Shield's counter system, the end result felt finicky, odd, and just not very fun to fight against. And while we could have created something more similar to how Junk Shield works in Megaman 7 proper, Water Shield ends up accomplishing the same job in a better fashion. As such, we've taken a completely different approach with Junk Shield by turning it into a more active shield. The shield itself does not protect you while it is surrounding you, but upon firing, the junk will block projectiles that make contact with it. Naturally, the longer you hold the charge, the more junk you'll end up firing, and the garbage itself still deals damage if it hits an opponent.

While it might take some time to get used to the changes, we will still be keeping close eyes on the weapon to make sure it remains a balanced, yet fun to use shield."

That is all the time we have for today. Thank you for tuning into Channel 7 News, and stay safe.

57
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: July 02, 2020, 05:02:55 PM »
Good evening. Thank you once again for tuning into Channel 7 News. This is Jonathan Metro, live with any new information we get regarding the dangerous Roboenza Outbreak.

Some time has passed since our last broadcast, but scientists all around the globe are still looking into this robotic virus. Not a terrible lot has changed since our last broadcast, but we would like to thank you for your patience in the time between updates.

However, the oddities only continue when looking into the areas infected robots call their home. We've seen some strange locations up until now, but few are stranger than the robots deciding to take over a sports stadium. As you can expect, we sent our top photographers to the scene.



It would only be fitting that the Robot Master who lead the takeover of this stadium is none other than Strike Man.

The stadium weaves both inside the stadium itself, and outside onto the fields. If there wasn't a bunch of robots fighting it out, I would say that you could play just about any sport you can imagine here.



You have probably noticed those oversized soccer balls by now. We thought they were very strange as well and so we decided to take a closer look. It turns out that upon shooting one of these soccer balls, the ball will rise up into the air, potentially allowing one to reach areas they would otherwise not be able to reach.



If one was to navigate such a dangerous stadium, it would be wise to keep this in mind while traversing it. If nothing else, it will keep you in shape.



In other news, an anonymous source has sent us shocking new footage of a recent development regarding these robots. Children at home may want to avert their eyes from this alarming clip. Please take a look below.

(click to show/hide)

It would appear that robots are now reacting more violently to strong attacks, in the form of both sparks flying off them, and the explosion when fragged. Now this doesn't seem to actually change how these robots fight or anything, but watching a powerful weapon provide these special effects is certainly strangely satisfying to watch. Experiments have shown that this effect doesn't happen for weaker weapons such as Thunder Bolt or Water Balloon, but only stronger weapons that deal high amounts of damage.

Speaking of weapons with the potential to deal high amounts of damage, we've recently received word from Light Labs that the weapon Mirror Buster has received some changes. Light Labs has provided footage of this new weapon from both a third and first person perspective. Take a look below.

(click to show/hide)

When asked about the weapon, Light Labs at this to say about it.

"Mirror Buster has historically been a problematic weapon. It tends to be very gameplay warping; if someone is actively using it, it's difficult to fight back against them. We've completely revamped how the weapon functions in order to try and provide a healthier gameplay pattern. Now the "mirror" only lasts a short while upon pressing fire and any projectiles that hit it do not instantly fire out; instead, any damage the "mirror" takes will instead build up into a charge that you can hold onto indefinitely. This not only cuts down on classic combos where you fire projectiles off your own lingering weapons, but also serves as compensation for the reduced shield time.

As with all things in this coming version, we'll be watching diligently to ensure balance is not too out of whack upon release - although we do expect players to take some time getting used to all of the changes."

That is all the time we have for today. Thank you for tuning into Channel 7 News, and stay safe.

58
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: January 30, 2020, 12:20:24 AM »
Good evening. Thank you once again for tuning into Channel 7 News. This is Jonathan Metro, live with any new information we get regarding the dangerous Roboenza Outbreak.

It has been quite some time since our last broadcast aired, but studies on the Roboenza Virus are still continuing in earnest. While we don't fully have an answer to this devastating virus quite yet, scientists are thinking that they're closer now then they were even a few months ago. Of course, this doesn't make the situation anymore safe than it was before.

Regardless, we're still taking a look at some of the locations infected robots have made their own. One such location turned out to be a large arena built to look like a large cyberspace world. As before, we've sent our top photographers to this strange digital location to take a look.



As in the past, one of the robots have taken a lead over the other ones, the bot in question being the Robot Master Sheep Man.

This arena has many different paths for one to navigate, with certain parts of the map being split into a top and bottom level. However, just because the arena is large in size doesn't mean it will always take the form of an open battlefield.



What is perhaps most interesting about this area however are these cyber blocks, which seem like a regular solid platform, but shortly after stepping on one...





They vanish! With certain parts of the geometry vanishing for a period of time, even the infected robots are going to have to be careful to properly navigate this arena.

Speaking of bots, we here at Channel 7 News aren't quite sure if this is related to the Roboenza Outbreak or something completely different, but we've noticed something very peculiar about some of the roaming Robot Masters.
In the past, it's been noticed that in the heat of battle, some of the robots circuits could... get a little bit fried, making them temporarily get stuck in very awkward places (usually the edge of a cliff). This of course, would make some battles a lot easier than they would need to be. But take a look at this...

(click to show/hide)

It appears that the robots senses have been powered up, so that they'll notice someone sneaking up behind them. It looks like it'll be a lot harder to take advantage of their malfunctioning programming. So be alert.

Lastly, for tonight's report. We have received new information regarding an old weapon.



It looks like Flash Stopper will be getting some changes of its own. When we asked Light Labs about this development, they informed us they were sent an anonymous clip showing off this altered weapon. Take a look.

(click to show/hide)

As you might be able to tell, there are a few differences with this weapon. The most obvious of which is there's a short delay between Flash Stopper being used, and the blind itself going off. If you take a close look, you can notice small fireworks flying upwards, indicating when the flash itself will go off.
That is not all however, while it's possible to tell from the clip alone, Light Labs informed us that in this changed state, the robot will only be blinded if they are looking in the direction of the firework when it goes off. If a robot is aware of their surroundings and turn around, they can completely avoid the blind effect of the weapon. That said, the light damage itself cannot be avoided by looking away, so enemies still have to be careful if they are heavily damaged.

That is all the time we have for today. Thank you for tuning into Channel 7 News, and stay safe.

59
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: October 14, 2019, 08:29:29 PM »
Good evening. Thank you once again for tuning into Channel 7 News. This is Jonathan Metro, live with any new information we get regarding the dangerous Roboenza Outbreak. While Light's Lab continues to work hard to create a cure, our team is still hard at working keeping you folks at home up to date with the situation as it unfolds.

As we have learned before, many of the infected robots have been gathering in specific locations such as a castle, an icy outpost, and even a highway. However, we were rather surprised to hear that a group of infected robots have taken over a sewer system. Naturally, we sent our best photographers on the scene to take a look.



And as before, one robot seems to have taken a leader position over the other infected robots. Naturally, the Robot Master, Pump Man has taken the lead this time around.



As you might expect from a sewer system, there isn't a lot of space to maneuver in, which leads to hectic skirmishes both below water, and above. However, there are a number of bubble jets in the underwater areas. Perhaps if a robot was to time it up well, they could get a boost to the upper levels...



On the upper levels, it seems there are heavy torrents of sewage leaking from the pipes above. As disgusting as that might sound, we noticed that these streams were powerful enough to prevent any of the robots who are directly under them from jumping and would quickly push them back underwater if there was no grate underneath. Truly a dangerous sewer system if I have ever seen one.

But that is not all today! While our photographers were returning back to the news station, one of them came across a very interesting sight. The notorious Wily Robot, Bass could be seen testing some form of weapon on a nearby infected robot... Upon closer inspection, our photographer discovered it was a modified version of Bass's very own Treble Boost! Naturally, we took some footage of this updated weapon. Please take a look!

(click to show/hide)

Isn't that fascinating? Upon closer inspection of this footage, it would seem that Treble Boost no longer has the ability to fly freely. Instead, it appears the user can either get a small vertical boost, or perform a quick dash in other directions!

When our photographer asked for his comment on the changes, Bass said, "Get out of my face."
According to our photographer, he was very intimidating and they quickly obliged.

However, that is all the time we have for you today. Thank you for tuning into Channel 7 News, and stay safe.

60
Closed / Re: [v5d] [Bug] Misplacing Thunder Claw pegs by dying
« on: October 02, 2019, 08:43:40 PM »
We noticed this issue during development of v6a and it should be resolved by release.

Regardless, thanks for bringing it up!

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